Lohenien

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  1. On Guardian server, I tried it 3 times and failed. We didn't seem to have enough people or enough coordination.
  2. Quote:
    In other words, it relies on bias to make the listener leap to the conclusion "obviously rooms can't be intelligent:
    No. The concept has nothing to do with the room being intelligent or not. The person is the thing being considered here. The person does not understand chinese and will not understand it, no matter how simple or complex the rules are.

    It does not prove the person is unintelligent, just that they do not understand Chinese.

    The argument is designed to illustrate the difference between simple mechanical interaction and the human concept of understanding as a form of intelligence. I would certainly not think the Chinese Room argument is a strawman.

    The question of 'what is the bridge between neurons and understanding?' is a vital question to our existence, and one we haven't figured out yet.
  3. is that pic you or Brad Pitt ?
  4. Aside from Arcana's postulation, computers do not have intelligence. This is illustrated easily by the Chinese Room thought experiment.

    Put a person in a room. The room contains a book filled with instructions detailing inputs and outputs in Chinese symbols. The person in the room receives an input of chinese symbols and then uses the instructions to construct an output of chinese symbols and sends it back out.

    The person in the room does not understand Chinese at all, and can only follow instructions.

    Computers don't understand, they just function, and hence cannot be truly intelligent.
    (currently speaking)
  5. so you are lowballing res uniques for ~74 million and relisting at 1.5 billion? That's pretty evil of you.
  6. How many people would be interested in a GL themed SG ?
  7. bronze 10-14 is best for influence since you have a good chance to get something in the 10-75 million range.
  8. I wish I could make those kinds of sales - but I can never lowball them to resell.
  9. The funny thing is that by nerfing pvp drops, the devs made that carrot essentially impossible for the n00b players that want to possibly try out pvp to get the new lewt. And they can't even afford them on the market as they aren't sold frequently and if they are they are more expensive than purples.

    So either you spend hours farming them, or hours farming for the influence to get them and then they get nerfed by DR when you go try to pvp.

    Ya that makes them fairly retarded as a proper carrot.
  10. Lohenien

    Farmers Adapt.

    Pssh just do a zoso map with customs that rez and set yourself to +1/8x and no bosses. Hit the back room - clear it out and grab a glowie. 1500 tickets, 2-4 million influence, 10-15 minutes no problem. Roll bronze 10-14 and sell the good drops for 6-150 million a run total gain, which would be something around 24-650 mil an hour depending on rolls.
  11. Only one of the three seems 100% geared toward US only, as the other two have raised funds for their cause around the world and even if it were US only, the research results would surely be beneficial world wide.

    Also - charities are not all worldwide, so it isn't so horrible to have a charity that funds X in location Y.
  12. That depends on the consumer - I wait a week or so before I go into buy it nao mode. If consumers insist on being utterly impatient then they have no choice but to pay more for the convenience.
  13. Merging the markets is easy: Close WW/BM (disallow new items to be added to auction slots but people can still remove things) for the time it takes to handle the following steps-

    Generate an item for each bid out on the market, generate a buyer for each sale. All influence placed out would funnel into the dev created supplier. All bids and sales are taken care of so that the merged market will start at ground zero.

    Have "Lord Recluse" issue infamy to all villains that wish to use the market by paying for x% of an item's sale price ( basically villains temporarily get a discount on buying).

    Also a new market fee will come into effect that scales with the sale price. Listing fee would be the same, but the 5% sale fee would scale up to 20%. This would cut down on profit from large sales.

    As for what's changed: somethings cost more, some cost less and making influence is easier than ever.
  14. Color me not impressed - a build built to handle s/l against hand picked s/l AVs with mobs standing around to fuel SD and invincibility just reiterates what everyone already knows : when the enemies match up to your strengths dealing with them is easy.

    Try the same build against non s/l AVs and without mobs to buff SD/Invinc and the tune will not be so pretty. Invulnerability is anything but invulnerable when it comes to non s/l damage and the set relies heavily on invincibility to survive any serious incoming non s/l damage.

    If you retune the build to handle non s/l damage, you could probably get similar results however.
  15. It's useful for Dull Pain ( not variations on it because those all have toxic resistance), Dark Regeneration and possibly Electric Armor's Energize. Aside from that it is mostly useful to defenders/controllers.
  16. Quote:
    Originally Posted by Hyperstrike View Post
    This is why, if you're tanking something stronger than bosses or EB's, you can use inspies.

    This is why, if you're tanking something stronger than bosses or EB's, you start looking to set bonuses to improve your numbers.

    With base enhancements, Inv is "okay". For high-threat content, you need to put some thought (and inf) into your build.
    I've purposely left out IOs and pool powers because my argument is for an improvement that I don't "need"(my build on my invul is softcapped to s/l/e/n with one foe in range of Invinc) but that players who don't or won't IO out their toons. The missing survivability is easy to fix with IOs, and my invul feels incredibly tough with them. The whole point is, not everyone can or will be able to make up for their powersets unfair weaknesses.
  17. I remember back in the day, just before issue 5, I was planning to respec my invul tank into nothing but Unyielding and the passives. He would have had 80% resistance to all and 17.5% defense.

    Guess what...I'm not Johnny Butane, I'm not asking for that back. What I am saying however, is the same thing I've been saying since issue 5 beta - the non s/l resistance is a tad too low.
  18. if you take CJ, Cloak of Darkness and the steadfast unique you would wind up with about 16% defense to all, which when not faced with defense debuffs, will be noticeable. You'll maybe get missed just long enough to survive dark regen's animation time for example
  19. Quote:
    Originally Posted by Da_Captain View Post
    As much as I like the sound of that, at base for Tanks Inv/ already gets 70% res to s/l and 31.2% res to all but psi, also with just one enemy in your range you get 17% def to all but psi, so with that being said it is like you really have 65% res to all and like over 100% to s/l and that is base with just SOs no tough or weave included, plus a self heal that increases hp, not to mention you aren't really running that many toggles.

    I wouldn't be mad if Inv got that though, however 5% would be a little more even out.

    I can assure you 17% defense and 31% resistance doesn't help very much against the targets I'm trying to argue a buff for : Arch Villains. They WILL hit you and that 31% resistance doesn't take enough of an edge off to matter in the more non s/l fights.
  20. 40% would be enough to make a hard hit still pretty hard ( say an ET for 3200 energy and 800 smashing damage would be 2320 at 30% res vs 2000 at 40%) but not drop you before your teammates could react.

    Something most certainly is wrong when a supposedly invulnerable tank dies almost instantly to non s/l damage foes. The most blatant areas this is seen is in the 40s end of the game where you are fighting demons,shadows,robots and various non s/l dealing AVs.

    I don't know how many times I'd get owned too fast for my team to help prior to having IOs. The whole point of this buff would be to help invul survive long enough to get a heal from teammates, but not long enough to be immortal when solo and facing similar amounts of threats.

    What I'd do is add to Invinciblity a resistance buff to all non s/l /psi damage of 11% for one foe and then a unresistable resistance debuff of -1% per foe. So as your defense goes down, your resistance would go up slightly. This would be unenhanceable.
  21. The only problem left with invulnerability is that the non s/l resistance values are 10% too low and they have been since issue 5. I moaned and complained about it to Statesman when issue 5 was in beta and got no response.I'd think Castle is much more reasonable than Jack ever was.

    The problem really shows itself when facing boss/eb/av foes that deal primarily non s/l damage. Every tank can reasonably handle s/l damage, invul is better at it than most however the e/n/f/c/t resistances aren't always enough to slow the incoming damage to a survivable level ( IE the teammate with heals being able to cover you). Granted I've since patched that hole in survivability with IO bonuses, but without IOs, the set "feels" extremely weak against anything that is not s/l damage. Getting up to 40/45% resistance would help that feel without making Invulnerability overly immune to the damage either.
  22. for 0.75 seconds iirc.
  23. the price of canes varies from 10k - 1mil usually during the event and settles around 100k-200k the rest of the year.

    At the 100k price, a canespec would cost 50 mil, which really isn't that far off from respecs currently (60-90 mil blueside), and if the price of canes goes up, respecs would then be cheaper.